











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 30 / 79% |
Size | medium |
Lifes / Deaths | Killed by giant spider at level 20 on the 33rd Haze 122nd year of Ascendancy at 15:16 0 / 7Killed by shadowblade at level 26 on the 10th Regrowth 123rd year of Ascendancy at 21:00 Killed by Yville the golem at level 27 on the 36th Regrowth 123rd year of Ascendancy at 09:12 Killed by Riru the dolleg at level 28 on the 69th Regrowth 123rd year of Ascendancy at 19:42 Killed by venom wyrm at level 28 on the 70th Regrowth 123rd year of Ascendancy at 00:46 Killed by Emuma the greater teluvorta at level 30 on the 1st Time of Balance 123rd year of Ascendancy at 16:36 Killed by Grand Corruptor at level 30 on the 9th Pyre 123rd year of Ascendancy at 14:55 |
Primary Stats
Strength | 27 (base 12) |
Dexterity | 18 (base 12) |
Constitution | 23 (base 12) |
Magic | 101 (base 60) |
Willpower | 97 (base 57) |
Cunning | 24 (base 12) |
Resources
Mana | 308/768 |
Negative | 98/137 |
Life | -535/1126 |
Positive | 104/137 |
Psi | 177/187 |
Healing Factor | 1.3699022211821 |
Regeneration | 7.3289768833242 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +19.999999999999% |
Spell | +2.1604940059206E-11% |
Global | +100% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 6 |
See Invisible | 24 |
Offense: Mainhand
Damage | 40 |
Accuracy | 21 |
Crit Chance | 24% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 53 |
Crit Chance | 26% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 72 |
Crit Chance | 18% |
Speed | 0.99999999999978 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +15% |
Mind | +6% |
All | 0% |
Lightning | +134% |
Light | +6% |
Physical | +16% |
Cold | +47% |
Fire | +60% |
Darkness | +30% |
Offense: Damage Penetration
Lightning | +36% |
Light | +50% |
Darkness | +45% |
Arcane | +30% |
Mind | +40% |
All | +25% |
Defense: Base
Armour (hardiness) | 8 (35.65183292883%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 46 |
Mental Save | 43 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 46%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 46%( 70%) |
All | + 21%( 70%) |
Darkness | + 66%( 70%) |
Physical | + 23%( 70%) |
Temporal | + 25%( 70%) |
Lightning | + 70%( 70%) |
Mind | + 23%( 70%) |
Fire | + 47%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Pinning Resistance | 31% |
Knockback Resistance | 28% |
Disarm Resistance | 27% |
Instadeath Resistance | 100% |
Blind Resistance | 13% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 249 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (99% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1380% for 10 turns (60 total) and instantly restoring 69 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Storm | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed green worm. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed black mamba head. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed chunk of ghoul flesh. * You've found the needed giant spider spinneret. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +24 (+6 eff.) Melee+ 18 arcane Dmg.mod +20% lightning ---------- misc Mana/turn +0.19 Max.mana +37.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T1 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 4 arcane Dmg.mod +3% arcane ----- def ----- Armour +4 Resists +3% arcane Mind.save +5 (+2 eff.) Max.HP +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | ![]() -1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +12 Mag dps ---------- Mind.crit +9% Spell.pwr +20 (+5 eff.) Mind.pwr +8 (+3 eff.) Res.pen +10% darkness Melee Ret 2 nature ----- def ----- Resists +9% blight +6% temporal +3% darkness Mind.save +9 (+3 eff.) ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +13 Mag +7 Wil +3 Cun dps ---------- Dmg.mod +16% darkness +6% light Res.pen +25% light On Hit (Melee): * 20% chance to slow global speed by 59% ----- def ----- Defense +2 (+0 eff.) Resists +24% darkness A pointy cloth hat, very wizardly... |
On feet | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% physical +5% arcane +6% nature Crit.chn- 15.00% Phys.save +15 (+5 eff.) Die.at -40.00 life Max.HP +100.00 Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning +12% arcane Res.pen +5% arcane Melee Ret 2 arcane ----- def ----- Resists +5% arcane Max.HP +24.00 Disarm- +27% Pinning- +32% Knockbk- +28% ---------- misc Light +3 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +22% lightning ----- def ----- Defense +15 (+3 eff.) Resists +44% lightning +6% blight Phys.save +8 (+2 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% lightning Melee Ret 4 lightning ----- def ----- Resists +12% lightning Blind- +13% ---------- misc Hate/m.crit +3.00 Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
In main hand | ![]() 5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +8 (+4 eff.) Spell.pwr +20 (+5 eff.) Dmg.mod +20% lightning Acc +10 (+5 eff.) ---------- misc Max.mana +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Crit.chn- 15.00% Mind.save +14 (+5 eff.) Max.HP +170.00 ---------- misc See.Invis +18 A belt that goes around your waist. |
In off hand | ![]() 3.0 T5 mindstar 1H weapon [Ego++] Nature/Psionic Power 16.0 - 17.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +1 Str +2 Dex +2 Mag +6 Wil +4 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Melee+ 6 lightning Dmg.mod +16% lightning +22% fire +23% cold Res.pen +11% lightning ----- def ----- Resists +10% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +14% darkness +6% mind Res.pen +10% darkness +15% mind ----- def ----- Defense +10 (+2 eff.) Resists +31% darkness +3% mind Phys.save +20 (+6 eff.) Stealth +13 Max.HP +73.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +7 Str +3 Dex +6 Mag +7 Wil dps ---------- Dmg.mod +23% lightning +23% fire +9% cold +16% physical ----- def ----- Resists +7% lightning +17% blight +34% fire +12% cold +13% all Spell.save +9 (+3 eff.) Max.HP +76.00 HP.reg +5.10 Heal.mod +26% ---------- misc Infravis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 12.1 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 131 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 197 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 8 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Unique] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +12% temporal +6% blight +6% cold +9% nature Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +9% nature ----- def ----- Resists +12% fire +9% nature +9% temporal Max.HP +40.00 Silence- +20% Teleport- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% temporal +3% darkness +6% blight +5% arcane +6% physical Pinning- +20% Knockbk- +26% ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +11% lightning ----- def ----- Resists +25% lightning +5% nature +6% darkness +7% blight Poison- +14% Disease- +10% ---------- misc Light +1 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +11 Con dps ---------- Phys.pwr +5 (+3 eff.) Acc +11 (+6 eff.) Apr +10 ----- def ----- Defense +10 (+2 eff.) Resists +21% cold Phys.save +10 (+3 eff.) Heal.mod +10% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% arcane +9% temporal Res.pen +10% arcane Melee Ret 4 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +10 ----- def ----- Defense +9 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% acid Acc +11 (+6 eff.) Apr +11 ----- def ----- Defense +26 (+6 eff.) Resists +15% acid +15% fire +15% temporal Crit.chn- 10.00% Blind- +20% Knockbk- +20% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Resists +6% lightning Crit.chn- 15.00% Silence- +28% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.18 Mana/s.crit +2.00 Light +2 Infravis +2 See.Invis +6 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 35 [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 20% Con, 114% Str Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 76 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 30 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% lightning +3% arcane ----- def ----- Armour +4 Hardiness +5% Defense +9 (+2 eff.) Resists +3% nature +6% fire Phys.save +3 (+1 eff.) HP.reg +4.00 ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 104.32 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +9 (+2 eff.) Dmg.mod +3% blight +20% lightning Res.pen +10% mind ----- def ----- Armour +4 Hardiness +7% Phys.save +4 (+1 eff.) ---------- misc Mana/turn +0.26 Max.mana +145.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +16 (+4 eff.) Resists +12% mind +6% light +5% arcane Phys.save +9 (+3 eff.) Spell.save +9 (+3 eff.) Stealth +8 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +3 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +12 Mana/turn +0.16 Max.mana +22.00 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.pwr +25 (+13 eff.) Dmg.mod +12% lightning +6% arcane ----- def ----- Defense +20 (+5 eff.) Resists +5% arcane Phys.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +18.00% Dmg.mod +9% darkness Res.pen +5% darkness Acc +6 (+3 eff.) Apr +8 ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +14% darkness +3% fire +6% nature +6% acid Stealth +22 Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Mag +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 25% * 20% chance to reduce armor by 42% ----- def ----- Armour +7 Defense +2 (+0 eff.) Resists +9% acid +15% cold Phys.save +7 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+2 eff.) Die.at -50.00 life ---------- misc Max.mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Resists +15% darkness +12% temporal Spell.save +8 (+2 eff.) Def/telep +13 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +44.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Nature While equipped: Stats +7 Con dps ---------- Dmg.mod +17% nature Res.pen +25% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +27% acid +15% lightning +9% nature +11% all Spell.save +9 (+3 eff.) Poison- +36% Disease- +37% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +14% all ----- def ----- Resists +14% darkness +16% mind +13% all Phys.save +12 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +32 (+11 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% lightning +9% light +12% acid Melee Ret 10 acid 10 lightning ----- def ----- Armour +1 Fatigue -5% Resists +12% acid Phys.save +7 (+2 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +7 Con dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% lightning +12% nature Res.pen +20% lightning +7% physical +10% nature ----- def ----- Armour +4 Fatigue +3% Resists +9% lightning ---------- misc Stam/turn +0.70 Max.stam +16.00 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +9% temporal +3% fire Melee Ret 4 fire ----- def ----- Armour +4 Fatigue -6% Resists +7% cold +7% fire +9% temporal Max.HP +43.00 ---------- misc Stam/turn +0.50 Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +3 ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Melee+ 14 temporal Ranged+ 11 temporal Dmg.mod +12% physical +6% temporal Apr +4 Melee Ret 10 physical ----- def ----- Armour +2 Resists +9% acid +8% temporal ---------- misc Max.stam +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T4 hands armor [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Dex +3 Mag +5 Cun dps ---------- Dmg.mod +7% arcane ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +12 Str +7 Dex ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal +6% fire +10% cold ---------- misc Infravis +3 See.Invis +9 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 92.6 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +8 Cun +9 Con dps ---------- Dmg.mod +6% fire ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +10% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +7% blight +7% darkness +12% lightning Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 17 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +7 Dex +4 Con dps ---------- Dmg.mod +12% physical Res.pen +15% arcane Apr +4 Melee Ret 10 arcane ----- def ----- Armour +3 Fatigue +3% Die.at -60.00 life A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +3% lightning +5% temporal +5% light +3% fire +4% nature +4% acid +5% blight +5% cold +5% darkness Shield.pwr +6% HP.reg +1.50 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Shield.pwr +8% HP.reg +2.90 ---------- misc Infravis +6 See.Stealth +14 See.Invis +11 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 63% and attempts to push all creatures other than yourself out of its radius, inflicting 13.52 light damage and 16.59 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +1.30 Mana/ret +0.90 Max.mana +42.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 15 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +1 Fatigue +1% Resists +5% blight +6% cold Mind.save +6 (+2 eff.) ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Con dps ---------- Spell.crit +3% Crit.mult +10.00% Dmg.mod +15% blight Res.pen +15% blight ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +12% light +12% darkness Max.HP +58.00 A suit of armour made of mail. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +10 Dex +3 Con dps ---------- Crit.mult +15.00% ----- def ----- Resists +7% darkness +8% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +1 Dex +2 Mag +6 Wil dps ---------- Dmg.mod +9% darkness +3% temporal Melee Ret 13 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% fire Crit.chn- 10.00% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 2 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 2/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 31 ----- def ----- Defense +10 (+2 eff.) Resists +6% cold Mind.save +12 (+4 eff.) Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Blast the opponent's mind dealing 196 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 249 physical damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +5 Dex dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Phys.save +15 (+5 eff.) ---------- misc Max.stam +30.00 Light +3 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 585 Base Damage: 232 Armor: 18 All Resist: 29 Puts all charms on 25 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +15% acid ----- def ----- Defense +5 (+1 eff.) Resists +5% arcane Die.at -60.00 life Max.HP +40.00 Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% light ----- def ----- Resists +12% temporal +6% fire +5% arcane +3% darkness Disease- +20% Knockbk- +20% ---------- misc Light +3 Wards +3 lightning +4 mind +3 light +2 darkness Talents +1 Ward Fire a magical bolt dealing 271 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +5 (+1 eff.) Resists +18% acid +6% nature +6% lightning Disease- +20% ---------- misc Light +3 Wards +3 lightning +3 fire +4 temporal +3 cold Talents +1 Ward Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bolo, Tempest Arcanum the Shalore Adventurer level 10
8th Dusk 122nd year of Ascendancy at 15:36 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 30
1st Time of Balance 123rd year of Ascendancy at 11:06 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 22
40th Haze 122nd year of Ascendancy at 06:41 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 10
3rd Flare 122nd year of Ascendancy at 07:53 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 20
32nd Haze 122nd year of Ascendancy at 08:27 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 30
1st Time of Balance 123rd year of Ascendancy at 02:44 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 26
11st Regrowth 123rd year of Ascendancy at 03:29 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 14
78th Dusk 122nd year of Ascendancy at 15:08 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 28
70th Regrowth 123rd year of Ascendancy at 00:46 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 10
3rd Flare 122nd year of Ascendancy at 07:55 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 27
36th Regrowth 123rd year of Ascendancy at 03:44 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 5
8th Mirth 122nd year of Ascendancy at 04:40 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 26
35th Regrowth 123rd year of Ascendancy at 04:52 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 22
41st Haze 122nd year of Ascendancy at 17:53 see stats
By Bolo, Tempest Arcanum the Shalore Adventurer level 16
5th Haze 122nd year of Ascendancy at 00:12 see stats
Log
Talent Chant of Fortress is ready to use.
Bolo, Tempest Arcanum receives 49 healing from Temporal Restoration Field.
Grand Corruptor casts Burning Hex.
Bolo, Tempest Arcanum shrugs off Grand Corruptor's 'Burning Hex'!
Bolo, Tempest Arcanum casts Chain Lightning.
The shield around Grand Corruptor crumbles.
Bolo, Tempest Arcanum hits Grand Corruptor for (81 absorbed), (462 to bones), 0 lightning (0 total damage).
Grand Corruptor casts Corrupted Negation.
Grand Corruptor's spell attains critical power!
Bolo, Tempest Arcanum deactivates Arcane Power.
Bolo, Tempest Arcanum vanishes from sight.
Bolo, Tempest Arcanum deactivates Secrets of the Eternals.
Grand Corruptor receives 34 healing from Life Tap.
Grand Corruptor hits Bolo, Tempest Arcanum for 177 blight damage.
Talent Lightning is ready to use.
Bolo, Tempest Arcanum receives 49 healing from Temporal Restoration Field.
Grand Corruptor stops leeching life.
Grand Corruptor casts Soul Rot.
Grand Corruptor's spell attains critical power!
Grand Corruptor casts Corrosive Worm.
Bolo, Tempest Arcanum is infected by a corrosive worm.
The fabric of time around Bolo, Tempest Arcanum returns to normal.
Grand Corruptor casts Bone Spear.
Grand Corruptor's spell attains critical power!
Grand Corruptor hits Bolo, Tempest Arcanum for 511 physical damage.
Grand Corruptor's Soul Rot hits Bolo, Tempest Arcanum for 982 blight damage.
Bolo, Tempest Arcanum the level 30 shalore adventurer was diseased to death by Grand Corruptor on level 2 of Mark of the Spellblaze.
You carry too much--you are encumbered!
Drop some of your items.